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Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sat Jun 02, 2012 1:00 am
by VPaulus
RobertCL wrote:So scenarios created after the publication of the DLCs (a question of timeline in fact) -so with scenario editor v 1.5- will work perfectly.
The presence or not of the DLCs in game directory is not linked.
But the scenarios were created before this period of time (appaearance of DLCs), so your campaign should not work at all (and I should not be alone in that case).
If your scenarios were created before the encryption changes in the scenario editor (in order to protect the DLCs BTW), the problem should be there for everyone.
Thx anyway for your answers , patience and help.
The scenario(s) were open and saved with editor 1.04. That's the issue. Even if you open and save them again with 1.05 it won't solve, the encryption is still there.
Those who have DLC39' and DLC 40' will be able to play with any encrypted 1.04 scenario.
What Rudankort will do hopefully, is to decrypt El_Condoro's scenarios
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sat Jun 02, 2012 1:50 pm
by El_Condoro
I have had an email exchange with Alex/Rudankort. The result of his explanation is that Red Dawn will not be decrypted (if that is the right term) until after the release of the Afrika Corps expansion with its editor. The process for doing so now and detracting from the development that is going on, even for a relatively small task like this, is just not worth it. So, apologies to RobertCL and others who may not have the DLCs and are unable to play this campaign but I do plan to revise the campaign when AK has been released - after I revise Maelstrom (US Campaign). It may be a while yet. I will also put a warning on the first post to explain that the DLCs are required.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sat Jun 02, 2012 2:02 pm
by Chris10
El_Condoro wrote:I have had an email exchange with Alex/Rudankort. The result of his explanation is that Red Dawn will not be decrypted (if that is the right term) until after the release of the Afrika Corps expansion with its editor.
which makes perfectly sense
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sun Jul 08, 2012 1:09 pm
by RobertCL
Hi,
I installed the DLCs and now I can play your campaign.
I installed Real sound moad as last past.
I also installed the land pack as requested.
Without the real sound mod there is music but no sound at all.
WIth the real sound mod there is music and movement sound but not for all units. There are always attack sounds.
Scenario 1 Metz
I immediately noticed some units had no sound, especially the tanks mixed with infantry (those named "close").
Finished with MV
Scenario 2 Nordwind
Most of German units have no movement sound.
This being said I love the white camo.
Error in introduction file this is "Moselle" River and not "Moser".
Hard to find Moselle river on the map so that I cannot see which VHs I have to keep to get a marginal victory (those south of a Moser River finally but hard to identify it easily, please put the right name on the map).
I got my captured King Tiger (unfortunately strength of 5 and not of 10).
Finished with a loss whaereas I should have had a MV!!! I captured all VHs except the last one in the north (the airfield) --> please review correct application of victory settings.
I should have used an airborne infantry unit to capture the last VH (the airfield).
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sun Jul 08, 2012 2:57 pm
by El_Condoro
Thanks for the feedback.
There is an error in the victory conditions for Nordwind - sorry about that. I suggest using the cheat codes on the last turn (I hope you have a saved game) to ensure you get a MV.
The briefing is correct, though - there is no Moselle R. at Nordwind. The briefing refers to the Moder R., which runs roughly east-west across the (sort of) middle of the map.
All captured equipment is 5 strength max. It's a compromise between a whole ahistorical US panzer regiment and the desire of players to have one!
Not sure about the sound issues - it has been ages since I looked at Red Dawn. I am making it part of Maelstrom (Allied Corps - US campaign) but won't get onto it for probably months yet.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sun Jul 08, 2012 6:21 pm
by RobertCL
Nordwind
I got a loss but no problem since I was sent to the next scenario.
OK for Moder River if this exists.
Could be useful to fix the sound issues...
Scenario 3 - The last gasp
Great idea to be able to capture super weapons by taking the airfields.
German armour is excessively hard to destroy like it was in reality, hopefully I bought two A-26 Invaders, they help a lot!
Scenario 4 - The Bear unleashed
Ongoing, this is why I selected your campaign: to kick Ivan's ass
Great campaign so far!!!
Great medals BTW for leader units!
I forgot to say I am playing at Leutnant level (even if the campaign was design for Colonel level).
I never saw detailed comments about your campaign, be sure I shall finish playtesting yours, it is very funny so far!
The land pack of Massi helps a lot to visualize Berlin BTW.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Thu Jul 12, 2012 7:03 pm
by RobertCL
Scenario 4: The Bear Unleashed
Counter-attack is possible at turn 11 but this is even too soon, the best place to advance is in the North with British and Canadian troops whereas in the extreme south the Frenchies will not resist a long time, help of US troops is mandatory preventing them to advance in the center...
Use of airborne units is a suicide since Ivan has a lot of AD units
Scenario 5: Liberate the Pest
Poland flag is part of purchase screen but no Polish unit is purchasable --> to be corrected in scenario design settings.
I thought Patton was a US unit blocked by Soviets but this is a Soviet infantry unit named Patton's guards to destroy.
Scenario 6: The city that saw war
Nice small map with a lot of units.
The key is to cross the river in order to outflank the SOviets but their IS2 is deadly!
Hopefully M-26 Pershing is purchasable!
Scenario 7: Chicken Kiev (DV)
Great scenario, sad the Enola Gay has not 255 strength value with 1 ammo only in order to launch the A-Bomb!
I really like the text when the campaign is won, very funny!
A great campaign, the sole one between US and Soviet troops so far BTW!
CONGRATS!!!
Sounds
I also noted it is better tio install sound mod and only then the campaign, this is a best way to have more sounds in game.
Strange when we know the Sound mod is usually be the last one in other campaigns.
But the readme PDF file was clear: "Order of application in the GME: Massi’s Land Pack; then Real Sound Mod; then Red Dawn campaign data".
Medals for leaders
Fine but the white background is nometimes annoying whereas there are medals without background --> it could be improved.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Thu Jul 12, 2012 11:06 pm
by El_Condoro
Scenario 4: The Bear Unleashed
With a revision after the release of AK I expect this scenario to become a lot harder. It was this scenario that inspired me to ask for the ability to direct AI attacks. Imagine how it would be if the Russian planes and units would attack across the Elbe River intelligently.
Scenario 5: Liberate the Pest
Poland flag is part of purchase screen but no Polish unit is purchasable --> to be corrected in scenario design settings.
That's standard in all campaigns - you can only buy units from the main campaign nation. The Polish need to be included in the blend otherwise if they take a flag it won't register as being owned by the player.
I thought Patton was a US unit blocked by Soviets but this is a Soviet infantry unit named Patton's guards to destroy.
He has been captured so is considered part of the unit. It was made in the days before the new AI options so I will change it to create a "Patton" unit when the guard unit is destroyed. Then, perhaps, the player can escort him back to a zone...
Scenario 6: The city that saw war
Nice small map with a lot of units.
The key is to cross the river in order to outflank the SOviets but their IS2 is deadly!
Hopefully M-26 Pershing is purchasable!
The efile has graduated M-26 purchases. There weren't that many made and sent to the ETO. So, depending on the date, you can purchase 5, 8 and 10 strength M-26s. Of course, you can get experience for them and overstrength them.
Scenario 7: Chicken Kiev (DV)
Great scenario, sad the Enola Gay has not 255 strength value with 1 ammo only in order to launch the A-Bomb!
I made a conscious decision to make it clear this is not a possibility - no atomic weapons used. For many reasons.
I really like the text when the campaign is won, very funny!
Glad you liked it. I tried to make it plausible - sort of - and link it to today.
A great campaign, the sole one between US and Soviet troops so far BTW!
CONGRATS!!!
Thanks. It took ages to make and was fun (sometimes frustrating) to do.
Sounds
I also noted it is better tio install sound mod and only then the campaign, this is a best way to have more sounds in game.
Strange when we know the Sound mod is usually be the last one in other campaigns.
But the readme PDF file was clear: "Order of application in the GME: Massi’s Land Pack; then Real Sound Mod; then Red Dawn campaign data".
Yes, this will be corrected in Maelstrom, I hope.
Medals for leaders
Fine but the white background is nometimes annoying whereas there are medals without background --> it could be improved.
Maelstrom will correct this. I'll take a bit of a break from modding and get onto it later. Cheers.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Fri Jul 13, 2012 6:48 am
by RobertCL
That's standard in all campaigns - you can only buy units from the main campaign nation. The Polish need to be included in the blend otherwise if they take a flag it won't register as being owned by the player
Yes but Polish units do exist in your e-file (the proof is that they are used in the scenario "the city that saw war"), so how is it possible the flag is present (in "Pest") and no Polish unit is purchasable in this scenario ?
You were right: it would have been weird to have Poles in Budapest.
Is there an option allowing the presence of a nation in the purchase screen and at the same time another option preventing the purchase of units of such nation ?
BTW glad to knwo the campaign will be polished when Panzer Corps will be improved.
Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Sun Jul 29, 2012 4:54 pm
by Shrike
Finally got around to replaying this mod/campaign and it's been a blast. This time around I followed the instructions and things felt a lot better balanced. I played the initial version on Field Marshall and fell short of DV on multiple maps. Starting at colonel level as recommended, together with the map and sound patches, the game experience became a notch above default. The occasional crash due to the memory bug wasn't a big deal, thanks to the autosave function. If I'd have any constructive criticism to give, it would be that the AI was too passive at times. Ah well, maybe the DLC's put me too much on edge

Re: Red Dawn 2.00 (*NEW* Feb 2012)
Posted: Mon Jul 30, 2012 7:09 am
by El_Condoro
Hi Shrike. Thanks for the feedback. Yes, the AI is probably set too easy and will be ramped up in a future version. There are a number of AI features on the way that should help in this regard, so I hope to get onto an updated Red Dawn in the next few months.
Re: Red Dawn 2.00 (Feb 2012)
Posted: Tue Jul 31, 2012 6:10 pm
by Shrike
Excellent news. Say, I don't know how much effort it would be, but one way to get around the crash bug might be to incorporate the sounds you need directly into your mod? I noticed that the USMC mod does it that way and it didn't crash on me after completing 4 maps straight.
Re: Red Dawn 2.00 (Feb 2012)
Posted: Wed Aug 01, 2012 12:02 am
by El_Condoro
Yes, I am considering an all-in-one installer for the future. It will make the download very large but that might be offset by the ease of use. The other 'problem' is the player may have two installations of the large sound mod in their GME.
Re: Red Dawn 2.00 (Feb 2012)
Posted: Wed Aug 01, 2012 12:50 am
by VPaulus
Shrike, there will be a solution for the memory crash, with 1.10. You can still crash, but it will be much harder.
El_Condoro wrote:Yes, I am considering an all-in-one installer for the future. It will make the download very large but that might be offset by the ease of use. The other 'problem' is the player may have two installations of the large sound mod in their GME.
Two? You're being optimistic... if you've USMC, DMP and SS GCTP, you'll end up having five.
But I still think, it's the best solution. I cannot make a mod to encompass all the other mods. People are beginning to use the same file name for different units.
So this way people will have larger mods but at least no more compatible issues. Anyway, the hardisks are bigger today.
Re: Red Dawn 2.00 (Feb 2012)
Posted: Wed Aug 01, 2012 1:07 am
by Chris10
VPaulus wrote: Anyway, the hardisks are bigger today.
if anything is cheap nowadays..its HD space